S1E5 - S01E005: Sitting on the Dock of “Decay”

Transcript
It.
Speaker B:Gather your sword and board and get ready for adventure, because it's time for pain campaign. Three, two, one. Let's roar. Welcome back to our unmitigated disaster of A-D-D campaign. With friends. We ask the question of what happens when we combine a coming of age summer camp with d d in the dice of fate. Well, we are going to find that out here. Let's get started. From the murky bottom of time before time, following a rare mushroom instead of a stone, we have Mike playing goldor Firebeard, the honest to goodness dwarven druid.
Speaker C:That's my cube. Hey.
Speaker B:When this war forge lays its hands upon thee, you better hope for some divine intervention, because wooden metal still has pain and emotion, even with seagulls. Mike Levine, TR 33 the war forge Paladin, what's up, everybody? Stay on the righteous path, my friend. When tracking is needed across a path that seems lost, or an arrow needs a find, his target that seems too far away, we look no farther than Bridget, our teepling ranger bellith, who hates plants, loves adventure, and who'd rather pull her out her bow than engage in a pointless conversation.
Speaker A:I could talk this week.
Speaker B:She's ready. And I'm Michael height off key, ready to rock as always. I play seven, the bard. And it's not about me. We have Liam, our DM, who's going to bring us back up to speed. But before you take us away, I think it's time for a little story with a bard. So our young adventurers, for reasons yet untold, have made their way from being regular high school students to the beginnings of a path set forth for heroes. Because these days, heroes are all gone. But there's one place where heroes are made, and that's Camp shimmer Lake. A training camp for young adventurers if they have the gumption to acquire a rid of assistance to be accepted. At what cost? Well, we'll find that out soon. But getting into camp is a whole different story. Our adventurers receive their rid of assistance after clearing out some unsavory pests underneath an old wizard tower. Quite possibly meeting a man whose business practices could have possibly proven worse, as seen with a beaten down goblin serving the needs of the brewery. But our heroes didn't find all bad things down there. They found themselves a new friend, Harold the rat, who's now joined them on their quests to gain passage to Garletooth island and attend Camp Shimmer Lake. Before that, a boat is required to gain passage to Gnarltooth island. Our heroes need to get themselves a boat. At Pyreglo docks, there are boats for those that planned ahead. They have a seat on a boat, but not our heroes. A concern might be that they only have two days left to get to Camp Shimmer Lake before the start of camp. Without any more room aboard a vessel, the choices were bleak. With only two private boats. Option one, Netherbarker ship, seems to be spoken for by Crombie, who has questionable relations to Bella's father. Option two is Captain Phalia's ship. Only one problem. It seems to be haunted. On this episode of campaign, our adventurers need to make a decision on how to get to Camp Shimmer Lake. So after some painful negotiations, our ranger Paladin, Druid, and Bard, and of course, Harold the rat, will make a decision that will set forth their path to Camp Shimmer Lake. Because on this voyage, we're going to enjoy some seaside excursions to make it out either undead or alive. Just hang tight.
Speaker D:Good evening. Last time our wannabe heroes visited the pyroglow docks to seek passes to gnarltooth island to make it to Camp Shimmer Lake in time. With two days left, they found two possible paths. Get their way on Lord Netherbarker ship, or investigate a haunted ship for Captain Thalia, who recently suffered the loss of her own ship to pirates. We find our heroes and Captain Thalia in a tavern where Captain Thalia just revealed that a haunted ship existed in the harbors of Pyroglow.
Speaker B:So here we.
Speaker D:We.
Speaker B:So we're back in the bar. Are we back in this classy establishment?
Speaker D:So what do you think? Do you want to investigate a haunted ship?
Speaker C:I think we should check it out. What do you guys think?
Speaker A:I'm down for ghosts.
Speaker B:Let's go figure out this thing really has any undead.
Speaker D:All right, couple of ground rules before we go. So I think you all look like you're people capable of clearing out this ship of haunts. But I get the ship and half of the loot. I'll gather my crew while you clear out the ship. And after the trip is done, wherever you need to go, I'll catalog the loot and give you about half.
Speaker A:About half?
Speaker D:All right.
Speaker B:Hard to look at a contract with a bout.
Speaker C:I don't know, guys. I think maybe we should do it for free. What do you think?
Speaker A:Free.
Speaker D:I like this tree.
Speaker B:Well, although you may like this tree, this tree will not be able to do it by himself. So we're going to round up to half and plus casualties, plus problems, and repairing any issues that we may run across with any casualty, increasing the cost. It seems like half would be somewhat reasonable. And now, does that give us half ownership of the ship?
Speaker D:No, I get the ship because you're getting a free ride to Narutooth island. Right?
Speaker B:It wasn't free without a ship, but it costs a lot less when you have one. Would you say that we can use this boat to charter in the future? Maybe at a reasonable cost?
Speaker D:Oh, of course. Little to no cost. You are getting me an entire ship? Plus half its loot.
Speaker B:One last request. Could we name the ship?
Speaker C:It.
Speaker B:Just feels like, after this undead experience, maybe we want to give this a new, fresh voyage. Something inspiring.
Speaker D:I'll agree. But you have to get the paint to name the ship. We're going to ride it right on the side. Let everyone know.
Speaker B:Give us a moment to discuss. We'll be back in a moment.
Speaker D:Sure.
Speaker B:Guys, does that sound like some really terrible negotiating?
Speaker D:So you guys move off to the side, and just, like, all the bar patrons are just, like, staring at you, trying to have a private conversation in the middle of a bar.
Speaker B:What, you've never seen a stone rock paladin before?
Speaker D:Relax.
Speaker B:You're going to give them a complex. I think they're looking at you guys.
Speaker C:What do you want to come up with? Like, what kind of name do you guys want?
Speaker B:First off, we want you never to negotiate again.
Speaker A:Yeah, start there.
Speaker C:I was just trying to be nice, guys. I mean, like, what's the big deal?
Speaker B:Listen, keep the holy and mackerel. Just. You got this, man. Gildor, any ideas for Bellis?
Speaker C:I think we should take out the ghosts before we think about Neem and the ship.
Speaker A:Yeah, I said we go with the don't take out the ghost, and then we don't have a ship to name.
Speaker B:Okay, so let's look at it from this perspective. If we don't take out the ship, we don't have a boat. If we do take out the ship, we have a boat and we get to name it, and at least we get to kind of negotiate with the other boat if we have a problem.
Speaker C:Right, but how are we going to take out ghosts?
Speaker A:Go, boo. And then they'll maybe go away.
Speaker B:Good plan. All right, we go with Bella's idea. We go into the boat, we take care of it, we say boo, they all go away. We name the boat, you guys can figure out the name, and we get to camp.
Speaker A:I feel like it's out there.
Speaker B:After TR 30 three's expert negotiation skills, I don't think we could get more than half so I think we're good to go. All right, let's lay on some hands. All right, my good friend, it looks like we're ready to take upon your haunted ship and to bring it back to you. Slightly less haunted and ready for sailing.
Speaker D:Very good. I'll run up the crew. The only thing I know about the ship is that Lester up Feinhorn was the hero who secured the ship shortly before he went upon that mission where all the heroes disappeared. So he wasn't able to fully investigate it before he disappeared. But apparently you can hear terrible moans and screams at nighttime, and that's really when the ship is most active. So I would say wait till night. That way you can make sure you clear it out of anything in there.
Speaker B:Wouldn't it be nice to clear it out, maybe as the sun is starting to go down and kind of ease into it? Or you think, go right at night and take care of all its problems?
Speaker D:Well, I solely don't want to get caught in the middle of the night if you didn't clear everything during the day.
Speaker B:All right.
Speaker D:Lesterop used to be the liaison to Camp Shimmer Lake. I don't know who's currently in his position now, but I know he was the one to secure it.
Speaker B:Would you happen to have a picture of him or something? We could take a visual.
Speaker D:Oh, I don't know what he looks like, but if you go to the hero liaison office in Pyroglow, they might have some information.
Speaker B:Okay, what time is it?
Speaker A:Like now? About middle of the day.
Speaker D:So right now, because you visited the brewery earlier this morning in the day, if you remember, you picked up your word of experience, you walked down to the docks, did all that. So I would say it's probably like early afternoon ish. Okay, so you have some time.
Speaker B:Maybe we could squeeze in a little rest. Is that kind of insane? I guess we were. Maybe a short rest.
Speaker D:Are you guys not fully rested?
Speaker B:No, I feel great.
Speaker C:I say we head straight for it. We go right in.
Speaker B:Is there anything else about the ship that you think we might need to know? Was anything previously like a danger on the ship, or are there any booby traps? Is there anything. I just want to say booby traps. Is there anything about the ship that could possibly be something that we should be aware of in general? Any hidden passageways, doorways, cabins?
Speaker D:Does it look like I've been on that ship?
Speaker B:Wait, so you're telling me that you own the ship, but you've never been on it?
Speaker D:No, I don't own the ship. That ship was secured by a hero before he disappeared. Left it on the harbor, couldn't take care of it.
Speaker B:Oh, so you kind of repo the ship. It's under your.
Speaker D:Yeah, we're going to be borrowing it until the disappeared hero comes back. But it's been almost a year and no one wants the haunted ship anyway.
Speaker B:You might take it off your hands.
Speaker D:We're doing the public a service by getting rid of a haunted ship. Everyone's complaining about the screams at night.
Speaker B:So if we just take the screams with us. Yeah, that's a good point.
Speaker C:Can we step over to the side real quick? Let me just talk to my friends here. 1 second.
Speaker B:Oh so sorry. We just need to.
Speaker C:Just need another minute.
Speaker B:Why are we giving this ship back? I mean I know you probably feel positively strong about doing the right thing but he repoed the ship. It's completely possessed. There's things screaming in the middle of the night. We clear this thing out and we keep half of it.
Speaker A:Well, but we're getting free rides. And then she said that we could get free rides anywhere.
Speaker B:Oh that's true.
Speaker C:But does she really even own the ship? She said that it's no she sitting in the harbor.
Speaker A:She doesn't own it. So we're going to clear it out for her to borrow.
Speaker B:Yeah.
Speaker A:Aka.
Speaker C:So we're basically doing the work for her. Why don't we just listen, I'm going.
Speaker D:To go a little dark here guys.
Speaker C:I'm going off script for my holy.
Speaker B:That's not you. You don't even say that. We're afraid for your well being. Let me just do the speaking for you so you feel better. You can sleep at night or tuckle into a mountain. Wouldn't it be reasonable for us to request part ownership of this ship and that every time it sails we would get a certain percentile.
Speaker A:Well, but are we going to have time to probably not barter a shit.
Speaker B:I guess it's a bunch of kids we probably don't have.
Speaker C:Why don't I just put her in.
Speaker D:A tree trap wrapper or were you just speaking to the group?
Speaker B:No, we're just kind of talking to each other.
Speaker C:Yeah, we're talking to each other.
Speaker B:Goldor is probably.
Speaker C:You don't hear us.
Speaker B:Goldar.
Speaker C:What are you saying? I'm just saying we wrap her up in a couple of branches and we call it a day.
Speaker B:You know what? It's a valid point. Goldar doesn't like ships. You're kind of got this rock thing going. Let's just take care of the ship, take care of the problem. Get a boat we might need in the future, get to camp.
Speaker C:That's what I'm saying.
Speaker B:All right, well, before you give away everything, before we end up paying this person to take care of his problem, why don't we go and take care of this? All right. Where are your party?
Speaker D:Well, thanks for that. So how about we meet, let's say tomorrow morning in the harbor after you've secured the ship.
Speaker B:Oh, okay.
Speaker D:Unless you want to leave soon as you. Soon as we can, but it's up to you. Be difficult to leave at night, depending on the time.
Speaker B:Probably want to leave in the morning when. Some daylight.
Speaker D:I would agree.
Speaker B:Okay.
Speaker D:All right. Do any of you have any sailing experience? That'll. If I can spare paying any additional crew members.
Speaker C:Do we have any what?
Speaker D:Sailing experience. I'm going to rent up the old crew, but there's Dorothy, who has one leg and can't get around as handy as she used to be.
Speaker B:Well, one leg of the boat, Dorothy.
Speaker A:Will be just fine. We're already doing half the work for you. Dorothy, we're not working for you.
Speaker D:I'll let Dorothy know that she has a job because of you.
Speaker A:You're welcome.
Speaker B:What's the saying? One leg of the boat is better than two. No, wait, that's not it. All right, that sounds good. We're probably going to go.
Speaker D:All right. So is there anything you would like to do? You have a few hours until sunset. Unless you. Whatever you all want to do, you can go now. You can explore other options.
Speaker A:Is there anywhere to find out information about this boat before we go on to it? Like, what's been up with.
Speaker D:As Thalia said, the only person who would have known more about the boat was Lester up Feinhorn, who worked for the pyroglow hero liaison office. So while he was probably replaced, perhaps he has some records there.
Speaker A:Okay, well, I feel like we would want to go there and see if we can find legitimately anything about this boat before we just wander onto it like a bunch of weirdos.
Speaker D:I like that.
Speaker B:But is it worth it to do, like, an inside check in the bar? Because everyone sort of turned around and stared at us to see if anyone looks like maybe they know more about the boat than we originally kind of gave on.
Speaker D:Oh, are you asking me? Are you asking the.
Speaker B:Yeah, I'm doing inside check if that's right.
Speaker D:Yeah.
Speaker B:Before we walk out.
Speaker D:Yeah.
Speaker B:18 plus 321.
Speaker D:Everyone in the bar, based on their body language and their mannerisms, just seem to be curious what these kids are doing and asking about in the middle of the day at the docks? Yeah, that's about it.
Speaker B:All right. Kids and bars, I guess. I say we go with Bridget's plan.
Speaker A:Yeah, I say we go and just try and figure out. Go to this office and figure out if we could find literally anything.
Speaker D:Okay. So you all ask Grant for directions to the office. On the way, you pass some markets, you pass a local church, and eventually you make your way a little bit more back into town proper instead of the docks, to the hero liaison office, outside is. It's kind of like embedded within kind of like the market district. So it's in between other shops and stores and things like that. Seems like relatively open and welcome to anyone. There's no sign it says don't enter or anything like that.
Speaker B:Here we go.
Speaker D:Just for the audience, don't visually show you're knocking.
Speaker B:Like. Are you guys okay with going in?
Speaker C:Yeah, sure.
Speaker A:Yeah.
Speaker C:Let's go.
Speaker B:Here we go.
Speaker C:I'm going to stay behind you guys.
Speaker B:Oh, perfect.
Speaker D:So a little bell rings as you enter. And you enter this relatively small office space. You see a secretary out front in a very small room and then a closed door. The secretary, relatively young, human, brown hair. Hi, can I help you?
Speaker A:Hi. How are you?
Speaker D:I'm doing fine. How are you?
Speaker A:Fantastic. So we have some friends here we're looking for. What was the guy's name again? That guy?
Speaker B:The prior owner of the prior captain of the vessel, the haunted one outside?
Speaker A:Yeah. What was his name?
Speaker C:Who was. Long beard or something like that?
Speaker D:You mean Lester up Feinhorn, the previous liaison officer?
Speaker A:You were.
Speaker D:He was amazing. He hired me just shortly before he disappeared. He was a great guy. He disappeared. He'd be ashamed to know that you butchered his name like that. But otherwise great.
Speaker A:Well, I'm so sorry.
Speaker B:So your friend is. He went missing?
Speaker D:Well, yes. Did the other heroes, they actually took him out of retirement. That's why he was in the liaison position. He was a retired hero. But their need was so great that they even brought him out of retirement. One of his pet projects was, as you mentioned about the ship, was securing that ship that wandered the seas. And he was going to try to rid it of the haunting, but unfortunately did not get the chance before disappearing.
Speaker B:Do you know anything about what he was walking into before he went?
Speaker D:I have no idea. He may have some records, but you would have to ask Mr. Applewater for those. He's the current hero liaison.
Speaker B:Did he go in with a pretty big crew as well? Were other people missing as well? Besides him on the mission? Yes.
Speaker D:Well, yeah, that's why there's such a need for heroes right now. Almost like every hero in the land pretty much disappeared, retired or not.
Speaker B:Was he the first to go and try to rid of the evil that was on the boat?
Speaker D:I don't know if he was the first. I just know he was called around that time when everyone went missing.
Speaker B:Oh, wait, but he did that separately. The boat? Yeah, the boat.
Speaker D:Oh, the boat. No, he tamed that maybe like a week before he went missing.
Speaker B:Oh, I see. I'm sorry. So he didn't go missing on the boat. He went missing with the other heroes, correct?
Speaker A:Yeah.
Speaker B:Do you know anything about people that have gone onto the boat to try to rid it of the evil that people are speaking of or the screaming?
Speaker D:Well, we actually did send some of the town guard to try to investigate. Unfortunately, they did not return and no.
Speaker B:One seen anything of them since.
Speaker C:Where did they go?
Speaker D:No, we're waiting to get some reputable heroes to try to get in there. So we're waiting for this year's ranks of Camp Shimmer Lake to actually prove themselves. That way they can tackle this objective.
Speaker B:The towns guards that went missing, were they grown ups? Yeah. Were they also kids, like from. No, they were. Okay.
Speaker D:No, they were grown ups.
Speaker B:Okay, so send. Kids are fantastic. Was there any information prior, do you know that? Anything before they left, or was there any piece of information that maybe would be helpful prior to going onto this boat? We'd greatly want to take care of the problem, but I think we really want to come in as prepared as possible.
Speaker D:So I can't remember anything, but I can check if Mr. Applewater is free to see if he has any notes from Finehorn.
Speaker C:Where is this Mr. Applewater?
Speaker D:I'm sorry? A, you're a talking tree. Wow. And then b, what were you saying?
Speaker B:I know.
Speaker D:He's wonderful, though.
Speaker B:When you really get to know him. He's kind of like. It's like having a pet at a rock and a tree. He's really great. You'd love him.
Speaker C:I'm interested in finding this Mr. Applewater because for two reasons.
Speaker D:One, he's behind me, behind that door.
Speaker C:Oh, good. And I'm interested about his name. Apple and water. Those are my two favorite things.
Speaker D:Oh, wow. Where do you come from?
Speaker C:Well, I'm still kind of trying to figure that out where I come from, but I think it has.
Speaker D:What?
Speaker B:She probably has a lot to worry about with her paperwork and whatnot. Why don't we. You know what?
Speaker C:I think it has something to do with a seed. But like my friend said, maybe he.
Speaker A:Could answer that question. If we talk to him, can you see if he's available?
Speaker D:Sure. So she gets up and goes to the door and she pops her head and you hear her like whispering. And I'm just going to make a switch real quick.
Speaker B:Just like an eleven or higher. It's positive.
Speaker D:Yes, fine, fine. You hear it behind the door? Yes, fine, fine. Let them in. And the door, she pops the door open and she says, he'll take you now.
Speaker C:Mr. Applewater, what's going on?
Speaker B:Great, he's talking.
Speaker A:Can I help you?
Speaker D:And just to give you a quick description, he's fairly young for this position. He's like in his mid twenty s of middling height. He's got like wiry brown hair. He's in like a business suit with like a velvety green business suit with really long coattails. So he looks very professional and young for this type of position.
Speaker B:Mr. Applewater, it is absolutely a pleasure to meet you. We are here and we don't want to waste your time, but we are here to try to rid the boat of its problems. And we're hoping that you could give us any information that you possibly can to help us take care of this problem that exists on the boat.
Speaker D:So he gives you a glance over. He's like, I can see that you appear to be heroes or you want to be heroes, but please, as rather young as you are, why aren't you at a camp? Aren't they all starting within a few days? Why are you spending your time on a potentially deadly mission?
Speaker C:Yeah, well, we're trying to get there, right?
Speaker B:Sometimes you just have to go about it a strange way. And this seems to be the way that persists for our journey across the water. So for us to get to the camp, we have to get a boat. And this seems to be the method of transportation. So if we get rid of the problem, then we get ourselves to the camp.
Speaker D:We're a little lax in your preparations and didn't book any boats. Okay, I understand. Well, I'm glad to help because I want to make sure that the next generation of heroes are capable. However, I will need you to sign some documentation saying that I take no liability for your mission that you're about to go on.
Speaker B:So currently, what's the state of affairs on this boat with no heroes prepared or missing?
Speaker D:Guards say that one more time.
Speaker B:Your current situation on the boat. I know we're lax and all and running a little late to camp, but it's good thing we stopped here because it seems like currently the last people that tried to fix your problem are still missing.
Speaker D:I didn't send them. I didn't send. The mayor sent them.
Speaker B:Of course not. Yes. Right.
Speaker D:They're not qualified heroes. They're just simple cards, people.
Speaker B:So you do make money when the boat is running the public boats.
Speaker D:Yeah.
Speaker B:So with this boat currently in the state of affairs with people screaming and it's just sitting there in the dock taking up space and not running, that would be a general problem for the town.
Speaker D:I mean, obviously the mayor announced plan that once a couple of heroes from Camp Shimmerlake were ready to take on this task, they would.
Speaker B:Well, you got some right here. Would it be beneficial for us to take care of this problem?
Speaker D:So like I said, you're more than welcome to try. I'll look through my notes. But while I'm looking through from my notes, he just happens to have neatly on his desk a couple of liability forms. And he hands one to each of you. Please sign these so that we aren't blamed if you lose your life. So he gives you that. He goes and looks in file cabinet for some notes.
Speaker B:I want to get a really good look at him for a second.
Speaker A:What is this? And I want to know what this thing says. First of all, I'm 16. I'm not finding anything.
Speaker D:The font is like, you need like a magnifying glass to read it. And it's like the most legalese. Legalese that you've ever read. You can absolutely try an intelligence check if you'd like to decipher it, though.
Speaker A:Yeah.
Speaker D:And if you have any other tools that would help you, you can absolutely use them, but otherwise you can make an intelligence check.
Speaker A:Just straight up intelligence?
Speaker D:Yeah, straight up intelligence.
Speaker C:Wait a second.
Speaker A:16.
Speaker D:What was that?
Speaker A:1616.
Speaker B:And then what do you. Oh, plus, wait, you looked at intelligence and if it's just the straight up modifier from the top.
Speaker C:Yeah, straight up modifier.
Speaker D:You just click on television. Yeah.
Speaker B:Okay, so 17.
Speaker C:I got a 19.
Speaker D:Tree.
Speaker B:Tree.
Speaker C:I'm sorry. I thought I had a spell that could help us out here and I was looking through my spells real quick. I was supposed to roll an intelligence, right?
Speaker D:Yes.
Speaker B:You should probably give us a heads up if you're sarcasting spells in people.
Speaker D:Sorry.
Speaker B:Yes.
Speaker D:My first role.
Speaker C:It's decent at 14.
Speaker D:Okay, so tree, you go. Yes, these are some nice words, cool words you can choose or not to sign, but you're like, yes, these are some words. The writing is most indecisive to you with the size and the legalese.
Speaker B:Leave him alone.
Speaker D:Who is the next size after 14?
Speaker A:I got a 16.
Speaker D:So with a 16, and I will say, what's your proficiency bonus? Two.
Speaker A:For what?
Speaker D:It'll just say at the top of your character sheet.
Speaker C:Yeah, there's an overall.
Speaker D:So I will say, with proficiency in your background as the daughter of a titan, you can at least tell. As long as this is. It's a bunch of bs. There's nothing quite in here that you can identify as being bad for you. Just really, literally a liability waiver. And then who is highest after that?
Speaker B:I'm one up from her.
Speaker D:Okay. You have, maybe through your brother, saw some of these things through his line of work. And you can just recognize this as, like, at the barest form. Again, a liability waiver. Nothing that you can detect. And then we have 19, correct?
Speaker C:19. That's correct.
Speaker D:All right.
Speaker C:Sure.
Speaker D:With a 19. You do see in there that because this is now an official mission through the Pyroglow offices, that you are now establishing, essentially a contract with them. So you are a becoming official employees of pyroglow, and you need to make sure that you cause no damage to the town or the mayor's reputation on their behalf.
Speaker C:I say we don't. Hold, please.
Speaker B:Could we just talk 1 second? You seem like you're so busy. We want to take your time. Why are we signing this?
Speaker D:Well, it's kind of like you brought this to our attention, right? So now, if we let you go, and we say, we didn't try anything to stop you, then we just sent four kids to their death. Well, three kids in a tree.
Speaker B:Let me get this right. I see where you're coming from. Let's say we pop out the other side, we clean up nicely, everything's fixed, we go on our merry way.
Speaker D:Well, here's the question. Are you certified heroes?
Speaker B:Who's a certified hero? In general? Right. People that are willing to do the job. You mean the guardsmen that didn't make it? I say that we have a better shot.
Speaker D:Whoa. That was a great persuasion. Roll me. Either intimidation or persuasion. Intimidation or persuasion?
Speaker B:I think persuasion is going to be the one for me.
Speaker D:Okay, so why do you argue persuasion more?
Speaker B:Oh, intimidation is a plus four and persuasion is a plus five. Bellas, what do you think?
Speaker A:Go into intimidation so you can be like. With your shirt?
Speaker B:Yeah, black suit.
Speaker D:Please, God, please.
Speaker B:Got this.
Speaker A:Guy, 24.
Speaker D:Okay with that? Hector. Hector, like, his face goes like, a little pale. He's like, no, it can't be who? Do you have a brother?
Speaker C:I do.
Speaker D:What's his name?
Speaker B:Val. His name is Val. Does that sound familiar?
Speaker D:His face sinks, like, even more. All right, listen, you don't have to sign these. If you do a good job, I'll make sure we work with each other again. I'll give you some great opportunities as heroes. As long as you make it to camp Shimmer Lake. I'll definitely be seeing you in the future. I'll be visiting there soon.
Speaker B:You mean you're not offended by how delayed we are with getting to the island and all? That doesn't bother you anymore?
Speaker D:I mean, not for Val's brother, no.
Speaker B:Oh, good. Fantastic. I'm so glad.
Speaker A:So all we have to do is name drop him, and you just changed your attitude so quick.
Speaker D:Do you know Val? Yes is the answer.
Speaker B:I could keep myself in check. But you don't want to make Val upset.
Speaker D:I don't know if you know, but he's missing.
Speaker A:Oh, well aware. Thanks, though.
Speaker D:Obviously, I would do anything I possibly could to help him.
Speaker C:But.
Speaker D:Just in case. Whatever I can do to help.
Speaker B:Since we are about to take care of this problem, is there any information you could tell us about Val that you've heard or why that name strikes a chord with you?
Speaker D:Good pun this time. Make me a persuasion check.
Speaker B:Bell is not all on it.
Speaker D:Show me the camera angle.
Speaker B:Show me the cracking. Show me the cracking. Okay. Not Nat 21.
Speaker D:Okay. Yeah. All I know was that he was at Camp Shimmer Lake when he was called. And it was last minute, like Finehorn had already been gone for quite a little while by the time Val was called to the front lines. That's all I know. Or at least all I can tell you.
Speaker B:So he was called to the front lines and then from camp, and then that was it?
Speaker D:Yeah. Anyway, I found these notes from Finehorn taking a brief look through these. There's not much here. He had some notes about. These are some more historical records that he was taking notes on. Looked like the ship was owned by slaver named Aldrich Howardgate.
Speaker B:Does that name mean anything to any of us?
Speaker D:Not right now, no.
Speaker B:And a slaver of what? A slaver of.
Speaker D:Well, it says he had just had four unnamed slaves on board on his last voyage, but he did have an additional crew of three others. The first mate, quartermaster, navigator seven.
Speaker B:Was he a human as well or was he.
Speaker D:Eldrick Harrogate? He was a human. His first mate says his first mate, Garen, was a half elf. The quartermaster was a dwarf named Lysa Broadfoot. And then the navigator was Ilya Moonscribe. She was a tie fling. However, these records are extremely old. These records are around 300 years old. I don't know how Finehorn was able to get them and start taking notes on these, but I'm surprised we even had this much information.
Speaker B:So there's the captain, the seven altogether.
Speaker D:Four with the crew, including the captain and the four slaves.
Speaker B:Okay. Yeah. I mean, this sounds very silly, but is there belief that this ship is haunted by these people, this captain and this crew?
Speaker D:His notes do seem to indicate that the captain is the spirit most responsible for the anguish that still exists on the ship. At least that was the conclusion he came to. He didn't have much time to fully investigate. Things were boiling up at that time.
Speaker A:Is there any record of. Does he know when the ship sailed last or what they were doing when they became not alive anymore?
Speaker D:Apparently he had just picked up that shipment of four slaves. Again, we have very rough information from wherever he got this information from. And it was roughly 300 years ago. From what we can tell based on who, we can tell by who says under a certain monarchy. So we're able to tell by who was monarch at the time, roughly when this was. We don't have an exact year.
Speaker B:Would it help to do like a history check or an organic check or anything like that on this information?
Speaker D:Yeah, you can do a history check. I'll say that he tells you that the monarch at the time was Rydell.
Speaker B:Oh, I hit my keyboard.
Speaker A:Sorry.
Speaker C:Jesus.
Speaker B:Try again.
Speaker A:Yikes.
Speaker B:19 and investigation plus what? 20. I don't use up all my good rolls tonight just talking to people.
Speaker D:You do know from your studies of history that roughly around that time period was when the last great war with the goblins was being waged. And this is the time where goblins lost their really last major battle in the state that they are today.
Speaker B:Were goblins taken as slaves back then?
Speaker D:Was that you would assume that they could have been, but they could have been any race. You would know there were no particular laws about slavery.
Speaker B:Do you guys have any more thoughts here?
Speaker C:I have an idea. I say we leave this nice man apple water, and we go on our quest to take over.
Speaker D:Tell me how. Let me write that down.
Speaker A:Genius idea. I'm not going to lie to you.
Speaker B:I think it's good gold. Or how we feel about that. What do you think, guys?
Speaker C:Yeah, that's cool.
Speaker D:All right, so after you say your goodbyes, after all that, you pass back to the market, past the church, past the shops, at the dock, and you make your way back to the harbor proper. So the sun setting, and after asking around a little bit, you've been told that the ship is at the very far end near the cliff face. And you make your way over, you happen to see there a little rowboat, just enough to fit all of you. Everyone just make me a quick perception check.
Speaker B:Gold are going to have, like, anxiety attack right now. Let's see. Perception check.
Speaker D:Perception.
Speaker A:21.
Speaker B:Oh, wow.
Speaker D:I think.
Speaker C:I got a one.
Speaker D:That one. Everything looks great.
Speaker A:Right back to the rolls. Okay.
Speaker B:Better than a zero, I guess. Come on.
Speaker D:This is why.
Speaker C:No, I got a negative one on my perception.
Speaker D:Who got below a ten?
Speaker C:It was a ten. Oh, I got below a ten.
Speaker D:Okay, so you both.
Speaker C:I raised my tree branch.
Speaker D:You both feel that you are as ready as you possibly can be. You're like, yes, I can get on that ship. And you hop on the rowboat. Seven embellished. You notice that on the little post nearby the rowboat, you notice a note. And after quickly scanning, it's from Balia, and she wrote a quick note. Not being experienced sailors yourselves, I figured you might not realize that while this boat is tethered to our docks, there is no gang plank to actually get up on the boat. So I'm giving you this robot and some rope to get on.
Speaker A:Okay, so she's helping us out. She's being a homie right now.
Speaker B:I was waiting for you to say, like, if you rolled above an eleven, you'll notice that there's a hole in the boat.
Speaker A:Yeah. And it's slowly sinking.
Speaker D:I will say, actually, who rolled the highest? What was the highest?
Speaker A:21.
Speaker D:Okay. And then seven. What did you roll?
Speaker B:13. Plus, what was the perception? Right? 16.
Speaker D:Okay, so that's all you notice. Seven bellus. You notice that as you're getting into this robot, that while it is solid, there are no holes in it. It is very much, like, chipped, scratched up, looked like it's been through the wringer.
Speaker A:Okay, so I think I just say to everyone, we got to start rowing now, because I don't know if this thing is going to last much longer. We got a big tree in this boat.
Speaker B:That's true.
Speaker D:It's made of metal.
Speaker B:By the way.
Speaker C:Guys, I was just wondering, do you think I may be a little too heavy for this boat? Hey, don't worry. I think I float.
Speaker A:Is everybody in the boat, like, they just got in the boat, right?
Speaker D:All right. Yeah. So everyone will get in the boat, and it's only a short row to the ship. So as you're rowing towards that ship.
Speaker B:I'm, like, listening for dice.
Speaker D:He's sending you an owl bear link soon. So you're rowing towards the ship, and a chill starts to run down your spine as you pulled this haunted ship. Its tattered sails hang limply from broken mass. And the once proud vessel now seems to barely cling to existence. The hull, aged and barnacle crusted, emits an eerie glow under the moonlight. An unnatural fog clings to the ship and up towards the deck. As you drift closer to the ship, the sound of creaking wood and the groan of the aids ropes fill the air. Yet there's an unsettling silence where the crew should be. There's a figurehead carved into the stern of the ship. Or, sorry, the head of the ship with hollow eyes. And that they seem to, like, pierce through you. And a cold wind whispers of forgotten voyages and restless spirits that haunt this vessel. Every timber. All right, so the ship will say the way you're facing it, front of the ship is to your right, and then the stern is to your left. And your rowboat is approaching it. And you see some rope in your little robot with like, a little hook on it.
Speaker C:All right, guys, I say, let me toss this hook onto the boat.
Speaker D:So treat. I'm going to need you to make a dexterity check for me. I'll say dexterity. Or a slider, whatever you would like to do more.
Speaker B:Those are the sound of the shrieking eel. They only get louder when they're about to feast.
Speaker C:I'm going to go with.
Speaker D:16.
Speaker C:That's a decent toss.
Speaker D:So with a 16, you do, like, a little whirl and you toss it up and it looks like it's just about took over and then falls back down.
Speaker B:Is this a dexterity thing? Is this. No. You know what? You made us proud today. The effort. It was nice.
Speaker D:I thought I'd come through for you guys.
Speaker A:First of all, I just like Pat tree. It's okay, bud. We'll be fine. We'll be okay. I think Bell just developing, like, a soft spot.
Speaker B:How does Harold feel towards the tree?
Speaker A:Harold's just confused because it's metal.
Speaker B:Harold, I'm so curious. Does Harold seem nervous around the situation? Can we pick up on animal sense? Like, is Harold kind of freaking out?
Speaker D:He is feeling safe with Harold. Is he on your shoulder right now?
Speaker A:Where is, like, I feel like he'd be, like, in my pocket.
Speaker D:So he's just going to assume, wherever he is, that he's safe.
Speaker A:Okay.
Speaker D:He doesn't know that he would be upset until you're upset.
Speaker B:Well, if Harold seems fine, I guess we're all fine.
Speaker A:We're all okay.
Speaker D:All right, so does anyone else want to give the rope a try?
Speaker B:I got a plus two to decks. Do you want to try?
Speaker D:Sure.
Speaker B:Bellas, what do you have?
Speaker A:I have plus three.
Speaker B:You want to go for it when you go for it?
Speaker A:Okay, I'll try. Sure.
Speaker C:Before she does that, I'm going to cast guidance on her.
Speaker D:Okay. Absolutely. I know, right?
Speaker C:I was like, wait a second.
Speaker A:What is that? What do I add?
Speaker D:I can do useful stuff.
Speaker C:Guidance will add one to add one d. Four to.
Speaker A:Okay.
Speaker D:Yeah.
Speaker B:Do you have to roll that beforehand?
Speaker D:No, I think you can choose to do it afterwards, if I'm not mistaken. Roll it?
Speaker C:Yes, you can choose it afterwards. So I'm just going to turn slowly to Goldor and I'm just going to look at him and I'm going to be like, really?
Speaker B:You know what?
Speaker C:Do you have something against trees? Gold.
Speaker B:Door. Tree. Look at me, look at me, tree. You going, buddy, you rock too hard for one hand. I'm going to throw a bartic inspiration at tree.
Speaker D:All right, Bell, make the roll.
Speaker C:Tree. I really thought do it. And then you did.
Speaker B:I just use a bartic inspiration to you, buddy.
Speaker A:I rolled a 19.
Speaker D:I guess I just don't. You basically do the exact same movements as tree, and as you toss it up, it makes that one little extra inch that needed, and it clings onto the side of the ship.
Speaker B:No, you would have done that. Listen, you would have done that.
Speaker D:Your next row.
Speaker A:It's okay, tree. It's okay.
Speaker D:So just for clarification here, as described, the ship before is like decrepit aging. For your reference, the two layers you see now are with and without the masks on the top deck. So you all climb the rope so wonderfully thrown by bellith. And as you all make your way onto the deck with tree coming up last, like just going, like, heaving himself over every board of this deck is like creaking. The temperature in the air is frigid. All right, so what would you all like to do?
Speaker B:Oh, now it's like time to actually do stuff, right? Does it make any sense to stealth?
Speaker D:If you would like to roll for stealth, you can.
Speaker B:I think I'm going to. I'm going to try to kind of sneak off to the.
Speaker D:Anyone going for stealth or just some.
Speaker B:14?
Speaker D:Okay, so you roll the 14. Is anyone outling stealth?
Speaker B:No.
Speaker C:I'm not going to be particularly stealthy. Even if I try.
Speaker D:Okay, so let me just. All right.
Speaker B:Peekaboo, they see you.
Speaker D:So seven, you start to crouch down and you're going all mission impossible as you're crouch walking across the deck and even so, everything's creaking. Where are the risk of you going or walking? You have in the middle here, a little gated area that goes down to the lower deck. And then you entrances to your left and right. Here to the left is the stern where the ship is steered. And then to the right, the front of the ship.
Speaker B:Tree. Do you want to detect there? Does that make any sense? Sorry, Bella, I think you were going to say something.
Speaker A:No, I was just going to say do we notice anything right off the bat or is there. It's just like weird vibes.
Speaker D:Make a perception check.
Speaker B:Ten.
Speaker C:I can make a perception check.
Speaker B:1423, my chilele. That's pretty nice, bellas.
Speaker D:With a 14, you notice that the cold draft of air is coming from the entryways to your left and right. And with a 23 goldware, you are noticing that what you assumed at first to be like Earth and muck upon the deck of the ship, now you recognize as old and cake blood on the deck of the disc, almost like thin dusty plasm that you can't quite.
Speaker A:Identify what.
Speaker B:We'Re all like. Let's just stay perfectly still and wait for them to come to us.
Speaker C:All right, I'm going to stay up top side for now. I'm going to head towards the stern.
Speaker D:So as you all start walking. Is anyone else following Goldor?
Speaker A:I'm going to follow him.
Speaker B:Does dark vision allow them to see anything that we're not seeing?
Speaker D:Who here actually has dark vision?
Speaker A:I do.
Speaker D:So yeah, you're able to. With the moonlight and everything, we're able to see. Typical. Anyone who does not have dark vin, with the moonlight still out, you can make things out better, but with less. What's it called? Less competence than the other two. So if you would have actually had made the perception checks, it would have been worse off for the both of you without the dark vision. If you both don't have dark vision. Okay, so as you're all moving towards the stern of the ship, you hear a faint angry moan and I'd like you all to make a dexterity saving throw.
Speaker B:Up top. Saving throws. Oh, I see. Plus 423.
Speaker A:Not 20, plus five.
Speaker D:Not 20, plus 516. And then tree.
Speaker C:So, yeah, I rolled the four.
Speaker D:Oh, boy. Okay.
Speaker B:All right, can we add another icon.
Speaker D:On the screen for Harold?
Speaker B:Yeah, be like Remy from Ratatouille.
Speaker D:Bridget, do you see him? The top of your choke?
Speaker A:Oh, my gosh, yes.
Speaker D:Okay.
Speaker B:So you say you rolled the four?
Speaker C:Yep, I rolled the four.
Speaker B:All right.
Speaker D:So, Goldor, you are the first notice a spirit appearing out of thin air and swooping down at you. You duck. Bella, with her quick reflexes notices as well, ducks right behind Goldor. Tree is like, I made it on the deck looking around, and the ghostly specter takes a swipe at him right across the shoulder. And by that time, seven has already noticed the new challenger to this group. And the ghost, as it takes a swipe, makes its way back over here and you see the ghost of an emaciated elf that looked like it once held a proud bearing, but has since been broken and is full of anger and sadness. Please roll for initiative. Oh, go ahead if you want to do something.
Speaker C:Yeah. As it moves to within 10ft, I have a new spores ability. So as it moves to 10ft, I can use my reaction to deal one to four damage.
Speaker D:Awesome.
Speaker C:It has some con saving. Throw DC 13.
Speaker D:So your spores describe what the attack use typically looks like to me.
Speaker C:Basically, in combat, I have a halo of little glowing green spores that extend out to me by about anything that comes in. I can cause them to start glowing and dealing necrotic damage to things that.
Speaker D:Come within 10ft of me. Okay.
Speaker C:Or if they start their turn there.
Speaker D:So after it loops around and you start sending out, because it's not creepy, your spores, the spirit happens to rise, like, 10ft up into the air just to dodge where the spores were. It rolled very high, it floated 10ft up in the air previously where the spores would have hit it and then tree. I need you to take two damage for me from the swipe from before. After that, everyone can roll initiative.
Speaker B:Burn 1717 plus three is 14. 1517.
Speaker C:Wow.
Speaker D:So I'm going to say bell, I'm going to give you. Unless someone gets an 18, I'm going to give you an 18. I'm going to give seven a 17 because you have the higher decks modifier. I'm sorry, tree, what was yours?
Speaker C:I got a ten.
Speaker D:If you all click on the last object on the upper left hand corner, like the cross swords I put in the tracker there.
Speaker B:Oh, that's kind of cool.
Speaker D:Just make sure I put in everything correct and I'm just going to roll initiative. All right. So as the spores start to dissipate and you're all getting geared up for combat here, the spirit floats back down towards the deck and is trying to look as menacing as it possibly can. And Bella, you are up.
Speaker A:Okay, so when it says, like, casting time, like one bonus action. So casting is just a bonus action, right then.
Speaker D:Yeah. So you would still have your normal action for the turn.
Speaker A:Okay, so I'm going to cast Hunter's mark on the spirit, which gives me extra damage if I hit it.
Speaker D:Awesome. Let me. Okay. And you said extra damage if you hit it?
Speaker A:Yeah. And then I get advantage on perception and survival checks. Like, if it disappears, I can find it again.
Speaker D:Sure.
Speaker B:That's awesome.
Speaker A:And then I'm just going to straight up take a shot at it with my bow.
Speaker D:All right, let's see. You are within, like, 10ft of this thing. Is there any penalty for using the bow that close?
Speaker A:It doesn't say, it just says that the range is 150ft and then 600ft would be disadvantaged. Anything, like, further would be disadvantaged. I mean, if there is, like, I'll back up.
Speaker D:So only. There's only disadvantage on the. On a range attack roll. So same as magic with if you're within 5ft, so you should be. Okay.
Speaker A:So I'm good.
Speaker D:Yeah. All right. Please roll the hit. And you can roll damage at the same time if you want to. You don't have to.
Speaker A:15 to hit.
Speaker D:15 hits.
Speaker A:Twelve points of damage.
Speaker B:Oh, nice.
Speaker D:Okay, so tell me how you loose this arrow against the spirit.
Speaker A:What did you say that it looked like? It was like a.
Speaker D:It's like an emaciated elf spirit.
Speaker A:I think that, like, she's just so freaked out by it that she just like, knocks an arrow and just shoots at literally anything because she's like, ew, gross.
Speaker D:Absolutely. So this arrow, as it starts flying towards the spear, it hits it in the arm, but you notice that it doesn't cleanly go through. Almost like it goes through, but it's like, almost like a little flicker and the spirit doesn't seem too bothered by it.
Speaker A:That's annoying. Okay.
Speaker D:Anything else you'd like to do?
Speaker B:Curse and throw your hands near?
Speaker A:Just a question. There's like, stairs there, right? Like, if I go down, I'm going downstairs. Are you talking about, like, if I move this way?
Speaker D:Yeah, it'll still count as, like roughly 5ft. That's fine.
Speaker A:But if I go down, am I now down below? Like, am I going to get disadvantaged because I'm below the deck up top?
Speaker D:I will say that if you are right here. Yeah. I would say your line of sight is probably a little more off.
Speaker A:Okay.
Speaker D:I would say you could shoot with disadvantage at that.
Speaker A:Okay, then I'm just going to actually, just move to the other side of the boat, like over here. Okay, because that's in range. Let me take her.
Speaker D:All right. And if that's your turn, seven, I.
Speaker B:Think I'm going to go for vicious mockery. Vicious mockery? Do I have to roll to hit with that? Is that.
Speaker D:No, I believe that is probably some sort of saving.
Speaker B:Okay, so you unleash a string of insults, lace, with a subtle enhancement of a creature you see within range. If it's hard to hear you, though it may not understand you, it must succeed on a wisdom saving throw, or take one before psychic damage and have a disadvantage on the next attack roll it makes before the enemy's next turn. So I'm going to tell it that it is absolutely a pathetic excuse of an elf. And that is by far the most emaciated, disgusting example I've ever seen of something that bears its name. Elf.
Speaker D:Sorry. So your words absolutely have an impact on this elf. It goes from almost, like, haughty and proud to with a look upon its face, like, how could you say such things? And it starts, like, grabbing its fingers on its head in anguish. And you can see kind of like, the particles of the spirit's head start to divide, and then all of a sudden, the rest of the spirit divides.
Speaker C:In half and disappears.
Speaker B:Well, I guess we fix that problem. So she go back and collect her reward.
Speaker A:Bella just goes, yeah. What seven said.
Speaker B:There five.
Speaker A:Did he kill it or did it.
Speaker D:Just disappear to your knowledge of the.
Speaker B:Moment, the tracking would notice. Sorry. Hunter's mark. Would that pick up on if it moves?
Speaker A:Yeah.
Speaker D:Could you read hunter's mark to me?
Speaker A:You have advantage on any perception or survival check you make to find it. So could I make a perception check to see if it's actually gone or not?
Speaker D:Yeah, you could absolutely make.
Speaker A:Thank God I just rolled a 19 and a one. Jesus.
Speaker D:Your perception, as far as you can tell, while the air has not warmed up one iota, you cannot sense, see, or otherwise detect this spirit.
Speaker A:Well, I rolled a 19, but it's a 25. If I add my perception, does that make a difference? Okay.
Speaker B:Is there anything about the ground that we should be nervous about? Is there any way for us to get a sense of if there's anything bad about what we're standing in?
Speaker D:If you'd like to investigate the ground.
Speaker B:I'd like to investigate the ground. That's just look for the investigation bonus. Is that right? Just roll with that. Okay.
Speaker D:Yeah. You should see it on, like, your skills.
Speaker B:I just got a 13.
Speaker D:That's with the bonus, right? Yeah. As far as you can tell, it's just a dirty, grimy and noisy deck.
Speaker C:Can I use divine sense?
Speaker D:Sure. Read me what divine sense does.
Speaker C:Okay, so as an action, you can detect good and evil until the end of your next turn. You can sense anything affected by the hollow spell or know the location of any celestial fiend undead within 60ft that is not behind total cover. You can use this feature three times for long rest.
Speaker B:One.
Speaker A:What do you think?
Speaker D:I mean, you absolutely can use it. I'm making an adjudication in my mind about the total cover part. So I will let you determine right now if you would like to use it.
Speaker C:I will like to use it. I'll take the risk.
Speaker B:And remember, I don't know if this helps you. You saw vardic inspiration.
Speaker D:So describe to me how you're conducting this divine sense.
Speaker C:So I kind of perk up.
Speaker B:You perk up too much.
Speaker C:Right. I kind of like spread my tree branches, right? And up in the air like this. And I kind of look towards the sky as some holy glow starts emanating from me and I kind of unleash this like gold glow and it goes up.
Speaker B:No, that's great because you're very subtle. This is fantastic. A beacon.
Speaker C:And I look around to see if I notice.
Speaker B:Well, I think that's great. I think the entire pier saw us, so this is fantastic.
Speaker D:Okay, so I read through the full spell here. If you actually click on it, it'll open up the full description. So just so you can see that for the future. So I will say that you absolutely detect the undead upon the ship and the ship itself feels desecrated. You have this noxious odor going through whatever senses passes for a nose in your tree like body. And you can tell that this place has been desecrated and radiates evil.
Speaker B:Wow. Does that mean, does tree or golder have anything that they could just decimate undead or evil with their innate abilities?
Speaker C:I don't have anything for undead, unfortunately, tree. Although, can I take a knowledge religion check to see if I have any sense of what that desecration might involve?
Speaker D:Well, did Tree tell you about it yet?
Speaker C:No, he didn't. He's still mad at me because I just throw that rope on the ship. So yeah, I was reading, I want.
Speaker B:Golder's accent to come back. Right.
Speaker D:Sorry.
Speaker C:I'm not talking character here with the.
Speaker B:Magic of that cub. Also, it's like I'm feeling a bit sorry for you.
Speaker C:I was saying that if I were to know, hypothetically, that the ship were somehow desecrated. I might be able to use my knowledge of religion to understand better how it had gotten desecrated. Well, it's funny you say that, but I'm stumbling around in blissful. I don't know if you noticed, I kind of set off a flare here to show you that I was. I barely noticed it because it was very.
Speaker D:As you're having discussion, you think you hear movements coming from below.
Speaker C:So I kind of get this like, odor, right? And I sense evil and I say, you know what? I smell it coming from below. So I think we should head. I think we should head down.
Speaker B:Do you want to go forward with that? Do you want to go yourself?
Speaker C:Yeah, you could lead the way to the evil. Why don't you follow me? Because. Sure, you and I are very holy.
Speaker A:I'll be behind everyone. Don't worry. Don't you worry.
Speaker D:All right, so.
Speaker C:The rear guard watching our backs. I'll lead the way, you follow me. All right? You bet. Hopefully you'll support me like you support some of our other friends. Just saying.
Speaker D:Sure. So who's going where and in what order.
Speaker C:So I am following behind tree and we're heading down the stairs.
Speaker D:Which staircase?
Speaker C:Which, bravely leading the way.
Speaker B:You know what? I'm going to throw Bridget a bardic inspiration as we're going down the stairs.
Speaker C:Always worse than you.
Speaker B:Rock too hard for one hand.
Speaker C:Everybody keeps throwing inspiration to everybody else, but nobody throws inspiration.
Speaker D:I gave.
Speaker B:My friend of plant life. I threw you a bardic inspiration as we were coming up the vessel.
Speaker C:It's okay, guys. No, don't worry. No matter how many times you put.
Speaker D:Me down, I lifted you up. I want you guys to arrange yourselves in the order you think you want at the base of the stairs here, but go no further than where tree is. I don't get this. Okay.
Speaker B:Oh, I realize that now. He is leaving. Jumped across the water. Let's see. So this is where that goes downstairs. Oh, Harold.
Speaker A:Can't forget Harold.
Speaker B:We came from the side in front of us is.
Speaker D:Everyone. Make me a perception check.
Speaker C:A perception.
Speaker B:Can't figure it out.
Speaker C:Perception. Perceptive as I might like my keyboard. Oh, what do you know? A 9618.
Speaker B:That's better to see or not to see.
Speaker D:And then Goldor was yours.
Speaker C:Nine. No, sorry. Eleven.
Speaker D:Okay, so you enter, as you walk down the stairs, you enter like this common, relatively wide open space. You still have the gated area in the middle of the floor that keeps going down. And you all kind of notice the same features of the ship, like the dirty floor and the frigid air. But, Bella, as you walk down the stairs, you notice on the floor, right by tree's feet.
Speaker A:Just like a piece of paper.
Speaker D:I mean, you're not so close out to it right now that you can make out if it says anything. But there is a piece of paper.
Speaker A:It's like by tree, you said. Yeah, well, I don't want to go any further than this. So I think I just say to tree, like, there's something looks. There's paper. There's something down there.
Speaker B:It didn't fall off of you.
Speaker C:Don't worry, Bella. I got you.
Speaker B:This is my first time picking up a piece of paper.
Speaker C:I grab the tree, I mean, the.
Speaker D:Paper.
Speaker C:And I look at it.
Speaker D:Okay. It seems to be some sort of journal entry. Would you like to read it to yourself or out loud?
Speaker C:I don't know.
Speaker D:Can I read it? Yeah, you can read it in common.
Speaker C:Where is it?
Speaker D:The paper is in your hand. Before I release the text or speak the text of the paper, are you reading it to yourself or to the party?
Speaker C:I am reading it to the party.
Speaker D:Okay, so, tree, as soon as you see the message, you may read it out loud for everyone.
Speaker C:Okay.
Speaker D:I sent it via text for everyone. But tree is going to read.
Speaker C:Today marks day one. Today marks the beginning of a new voyage. We leave Garnal tooth with the cargo hold fully stocked, notably with a strange woman among the slaves. She keeps to herself, murmuring softly. The crew pays her no mind, but there's something unsettling about her presence. We'll have to break her if she starts to cause trouble. The sea is calm today.
Speaker D:And with that, we will end here for today.
Speaker B:Whoa. Well done. Nice job, Liam. That's pretty exciting stuff.
Speaker D:That's going to be it for this week, folks. Thank you for listening.
Speaker A:Weird woman. Strange vibes. Love that.
Speaker B:Well, it seems like a good place for us to stop for this episode. Please join us next time as our adventurers jump into more chaos. As we make our way through Captain Falia's haunted vessel, will we gain access to camp Shimmer Lake? Let's first make it out of this one alive. So hold on to your emotional support, rats, because this journey is just getting started. We will see you next time. Campaign is produced by Levine, Orlip, Liam, Bridget, and myself, Michael Height. I edit mix. Our show, our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced by the fanatical's 2023 music bundle featuring dark Fantasy studio. If you like campaign. We hope you'll consider going to our show notes and supporting the show. Doing so helps us put out more shows just like this one. Thanks for listening and we'll see you next time I see you.
Camp Pain #005: Sitting on the Dock of “Decay”
Welcome to our fifth episode of Camp Pain! Follow Bellith Thornton, Guldor Firebeard, TR33, Seven of the Nite Wood, and Liam the DM as they make their way to Fireglow Docks with writ in hand. When there are no more boat tickets available, our heroes in training need alternative transportation. On this episode we are going to find passage to Camp Shimmerlake even if it kills us.
After some painful negotiation and some positivity from our wooded friend, what decision will our group make for the next leg of our journey? Because on this voyage, we are going to enjoy some seaside excursions where we hope to make it out either undead or alive! Just hang tight.
In the Sunfire kingdom of Valdoria, our adventurers attend a relatively mundane school named Pyreglow Preparatory Academy. The land has once again become plagued by creatures, abominations, and other nefarious forces in the wake of the great vanishing, which occurred almost a year ago when all the heroes were rushed off on an assignment and never returned. Ever since, a new generation of heroes have been vying to rise to the call and save the land. The only problem is, they need training.
Wannabe heroes flock to camps and training centers across the land, but none surpassed the famed Camp Shimmer Lake. Our Camp Pain sessions are a bi-weekly Dungeons & Dragons game hosted by Michael Heit from Hey Other Parents, Food & Fury, and Snackzeroth Podcasts. Our unfortunate teens are at a crossroads in this campaign world created by the extraordinary DM Liam, and also stars Bridget, Orlep, and Levine, along with the occasional guest-appearances. Players and Dungeons Masters might say that it's an original disaster of a 5e podcast! Each episode title is a pun reference to a real song or band. If you are looking for a serious adventure, this might not be for you. Otherwise, buckle in for laughs and excitement for our adventures.
Camp Pain is produced by Liam, Bridget, Orlep, Levine and me, Michael Heit. I edit and mix our show. Our intro voice recording was done by the one and only Koltrane. Music used in this podcast was sourced from Fanatical’s 2023 Music Bundle featuring Dark Fantasy Studio. My son Ethan is our official Cartographer for maps used in our sessions. We are using Dungeons & Dragons 5E for this season of Camp Pain on DnD Beyond. In this Podcast we are a mix of friends who are here to have some fun and do some D&D our way. Some of us are seasoned players and others are a little new to the game. We hope you will enjoy hopping along as we set off on this adventure together.
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